// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once namespace DefaultINI { const char* sdl2_config_file = R"( [Controls] # The input devices and parameters for each Switch native input # It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..." # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values # for button input, the following devices are available: # - "keyboard" (default) for keyboard input. Required parameters: # - "code": the code of the key to bind # - "sdl" for joystick input using SDL. Required parameters: # - "joystick": the index of the joystick to bind # - "button"(optional): the index of the button to bind # - "hat"(optional): the index of the hat to bind as direction buttons # - "axis"(optional): the index of the axis to bind # - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right" # - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is # triggered if the axis value crosses # - "direction"(only used for axis): "+" means the button is triggered when the axis value # is greater than the threshold; "-" means the button is triggered when the axis value # is smaller than the threshold button_a= button_b= button_x= button_y= button_lstick= button_rstick= button_l= button_r= button_zl= button_zr= button_plus= button_minus= button_dleft= button_dup= button_dright= button_ddown= button_lstick_left= button_lstick_up= button_lstick_right= button_lstick_down= button_sl= button_sr= button_home= button_screenshot= # for analog input, the following devices are available: # - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters: # - "up", "down", "left", "right": sub-devices for each direction. # Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00" # - "modifier": sub-devices as a modifier. # - "modifier_scale": a float number representing the applied modifier scale to the analog input. # Must be in range of 0.0-1.0. Defaults to 0.5 # - "sdl" for joystick input using SDL. Required parameters: # - "joystick": the index of the joystick to bind # - "axis_x": the index of the axis to bind as x-axis (default to 0) # - "axis_y": the index of the axis to bind as y-axis (default to 1) lstick= rstick= # Whether to enable or disable vibration # 0: Disabled, 1 (default): Enabled vibration_enabled= # for motion input, the following devices are available: # - "motion_emu" (default) for emulating motion input from mouse input. Required parameters: # - "update_period": update period in milliseconds (default to 100) # - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01) # - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol motion_device= # for touch input, the following devices are available: # - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required # - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol # - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system touch_device= # Most desktop operating systems do not expose a way to poll the motion state of the controllers # so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly # from a controller device to the client program. Citra has a client that can connect and read # from any cemuhook compatible motion program. # IPv4 address of the udp input server (Default "127.0.0.1") udp_input_address=127.0.0.1 # Port of the udp input server. (Default 26760) udp_input_port= # The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0) udp_pad_index= [Core] # Whether to use multi-core for CPU emulation # 0: Disabled, 1 (default): Enabled use_multi_core= [Cpu] # Enable inline page tables optimization (faster guest memory access) # 0: Disabled, 1 (default): Enabled cpuopt_page_tables = # Enable block linking CPU optimization (reduce block dispatcher use during predictable jumps) # 0: Disabled, 1 (default): Enabled cpuopt_block_linking = # Enable return stack buffer CPU optimization (reduce block dispatcher use during predictable returns) # 0: Disabled, 1 (default): Enabled cpuopt_return_stack_buffer = # Enable fast dispatcher CPU optimization (use a two-tiered dispatcher architecture) # 0: Disabled, 1 (default): Enabled cpuopt_fast_dispatcher = # Enable context elimination CPU Optimization (reduce host memory use for guest context) # 0: Disabled, 1 (default): Enabled cpuopt_context_elimination = # Enable constant propagation CPU optimization (basic IR optimization) # 0: Disabled, 1 (default): Enabled cpuopt_const_prop = # Enable miscellaneous CPU optimizations (basic IR optimization) # 0: Disabled, 1 (default): Enabled cpuopt_misc_ir = # Enable reduction of memory misalignment checks (reduce memory fallbacks for misaligned access) # 0: Disabled, 1 (default): Enabled cpuopt_reduce_misalign_checks = [Renderer] # Which backend API to use. # 0 (default): OpenGL, 1: Vulkan backend = # Enable graphics API debugging mode. # 0 (default): Disabled, 1: Enabled debug = # Which Vulkan physical device to use (defaults to 0) vulkan_device = # Whether to use software or hardware rendering. # 0: Software, 1 (default): Hardware use_hw_renderer = # Whether to use the Just-In-Time (JIT) compiler for shader emulation # 0: Interpreter (slow), 1 (default): JIT (fast) use_shader_jit = # Aspect ratio # 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window aspect_ratio = # Anisotropic filtering # 0: Default, 1: 2x, 2: 4x, 3: 8x, 4: 16x max_anisotropy = # Whether to enable V-Sync (caps the framerate at 60FPS) or not. # 0 (default): Off, 1: On use_vsync = # Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required. # 0: Off, 1 (default): On use_assembly_shaders = # Whether to allow asynchronous shader building. # 0 (default): Off, 1: On use_asynchronous_shaders = # Turns on the frame limiter, which will limit frames output to the target game speed # 0: Off, 1: On (default) use_frame_limit = # Limits the speed of the game to run no faster than this value as a percentage of target speed # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default) frame_limit = # Whether to use disk based shader cache # 0 (default): Off, 1 : On use_disk_shader_cache = # Which gpu accuracy level to use # 0 (Normal), 1 (High), 2 (Extreme) gpu_accuracy = # Whether to use asynchronous GPU emulation # 0 : Off (slow), 1 (default): On (fast) use_asynchronous_gpu_emulation = # Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can # so only turn this off if you notice a speed difference. # 0: Off, 1 (default): On use_vsync = # The clear color for the renderer. What shows up on the sides of the bottom screen. # Must be in range of 0.0-1.0. Defaults to 1.0 for all. bg_red = bg_blue = bg_green = [Layout] # Layout for the screen inside the render window. # 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen layout_option = # Toggle custom layout (using the settings below) on or off. # 0 (default): Off, 1: On custom_layout = # Screen placement when using Custom layout option # 0x, 0y is the top left corner of the render window. custom_top_left = custom_top_top = custom_top_right = custom_top_bottom = custom_bottom_left = custom_bottom_top = custom_bottom_right = custom_bottom_bottom = # Swaps the prominent screen with the other screen. # For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen. # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent swap_screen = [Audio] # Which audio output engine to use. # auto (default): Auto-select, null: No audio output, cubeb: Cubeb audio engine (if available) output_engine = # Whether or not to enable the audio-stretching post-processing effect. # This effect adjusts audio speed to match emulation speed and helps prevent audio stutter, # at the cost of increasing audio latency. # 0: No, 1 (default): Yes enable_audio_stretching = # Which audio device to use. # auto (default): Auto-select output_device = # Output volume. # 1.0 (default): 100%, 0.0; mute volume = [Data Storage] # Whether to create a virtual SD card. # 1 (default): Yes, 0: No use_virtual_sd = # Whether or not to enable gamecard emulation # 1: Yes, 0 (default): No gamecard_inserted = # Whether or not the gamecard should be emulated as the current game # If 'gamecard_inserted' is 0 this setting is irrelevant # 1: Yes, 0 (default): No gamecard_current_game = # Path to an XCI file to use as the gamecard # If 'gamecard_inserted' is 0 this setting is irrelevant # If 'gamecard_current_game' is 1 this setting is irrelevant gamecard_path = [System] # Whether the system is docked # 1: Yes, 0 (default): No use_docked_mode = # Allow the use of NFC in games # 1 (default): Yes, 0 : No enable_nfc = # Sets the seed for the RNG generator built into the switch # rng_seed will be ignored and randomly generated if rng_seed_enabled is false rng_seed_enabled = rng_seed = # Sets the current time (in seconds since 12:00 AM Jan 1, 1970) that will be used by the time service # This will auto-increment, with the time set being the time the game is started # This override will only occur if custom_rtc_enabled is true, otherwise the current time is used custom_rtc_enabled = custom_rtc = # Sets the account username, max length is 32 characters # yuzu (default) username = yuzu # Sets the systems language index # 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish, 6: Chinese, # 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Taiwanese, 12: British English, 13: Canadian French, # 14: Latin American Spanish, 15: Simplified Chinese, 16: Traditional Chinese language_index = # The system region that yuzu will use during emulation # -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan region_value = # The system time zone that yuzu will use during emulation # 0: Auto-select (default), 1: Default (system archive value), Others: Index for specified time zone time_zone_index = [Miscellaneous] # A filter which removes logs below a certain logging level. # Examples: *:Debug Kernel.SVC:Trace Service.*:Critical log_filter = *:Trace [Debugging] # Record frame time data, can be found in the log directory. Boolean value record_frame_times = # Port for listening to GDB connections. use_gdbstub=false gdbstub_port=24689 # Determines whether or not yuzu will dump the ExeFS of all games it attempts to load while loading them dump_exefs=false # Determines whether or not yuzu will dump all NSOs it attempts to load while loading them dump_nso=false # Determines whether or not yuzu will report to the game that the emulated console is in Kiosk Mode # false: Retail/Normal Mode (default), true: Kiosk Mode quest_flag = # Enables/Disables the macro JIT compiler disable_macro_jit=false [WebService] # Whether or not to enable telemetry # 0: No, 1 (default): Yes enable_telemetry = # URL for Web API web_api_url = https://api.yuzu-emu.org # Username and token for yuzu Web Service # See https://profile.yuzu-emu.org/ for more info yuzu_username = yuzu_token = [Services] # The name of the backend to use for BCAT # If this is set to 'boxcat' boxcat will be used, otherwise a null implementation will be used bcat_backend = [AddOns] # Used to disable add-ons # List of title IDs of games that will have add-ons disabled (separated by '|'): title_ids = # For each title ID, have a key/value pair called `disabled_` equal to the names of the add-ons to disable (sep. by '|') # e.x. disabled_0100000000010000 = Update|DLC <- disables Updates and DLC on Super Mario Odyssey )"; }